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Hume

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Posts posted by Hume

  1.  

    Question: Do you consider focusing on survivabilty skills in early game more important, or is there a "best defense is a good offense" sort of process. I understand this to be a general question, but being that HARD is "harder" I think I'm on the right track.

     

     

    The defensive skills are ratio-based. For example, a level of Hardiness reduce the damage taken by 2%. While most of the offensives skills are additive. Say, a weapon skill adds 1 to 4 more damage. The latter makes a much bigger difference early on, when damage and hit points are low. That said, because the increasing cost of skill, you should spend on both.

     

    Question: Why can Mages wear a shield and armor in the beginning? I'm sure that there is a poibnt where this doesn't make sense. Are you suddenly unable to cast spells or how do you know? CS just says "Encumbers Mages" and that's that.

     

    That is because shields are armors do not necessarily encumber you, even if they look heavy. Mages can wear a total of -5% without losing the ability to cast spells. You will find enough magical armors and shields that do not encumber for your mages sooner or later

  2. You can get to even higher levels by creating and killing your own creations; I don't know if that exploit was ever fixed in G1, although it was removed in later games. I think G1 has a hard cap at level 31.

     

    The last time I played Geneforge, killing your own creations will not give you xp unless they have gone rogue.

  3. The natural armor stat is an artifact of previous games where it was actually used. You'll notice that all of those natural armor lines are commented out! I don't remember if it was taken out in G4 or G3, and I don't know if it was actually removed from the codebase or simply commented out in the defs, but it does seem to behave the same way as resistances 0, as far as I can tell.

     

    Natural armor works in G1 and G2, x natural armor reduce all damage taken by dx (a dice from 1 to x). Then later geneforges there are different types of damage, and armor reduction is percentage based, so natural armor is no longer used.

  4. CREATURE TYPE 3 (Mindless-- immune to mind-affecting e.g. daze, terror, charm)

    Turret 25/0/0/0/0/0/100

    --Venom Turret 25/0/0/0/100/0/100

    --Burning Turret 25/0/0/0/0/100/100

    --Submission Turret 25/0/0/40/0/50/100

    --Reaper Turret 25/0/0/0/0/0/100

    Flaming Shrub 25/100/0/0/0/0/100

    --Spraying Shrub, Swamp Shrub 25/0/100/0/0/0/100

    Pylon 60/70/90/30/0/20/100

    --Energy Spire 60/70/90/30/0/20/100

    Spinecore 25/0/0/0/0/0/100

    Venomous Spinecore 25/0/0/0/100/0/100

     

    Good job.

    What about physical resistance, is it the same as stun resistance, not listed, or the stun resistance is actually physical?

  5. Only listed physical, energy, and fire resistances, because they are a lot more important than other ones. (For some version, where drayks, drakons and ur-drakons does physical damage, even fire resistance is not so important.

     

    Ur-drakon is the most overpowered creation. They not only have a large damage boost over drakon, the best ancillary effect - slow, but also the best resistance - a 70 energy resistance over drakons.

     

    Shaper 40 50 50

    Guardian 60 50 30

    Alwan 0 0 0

    Agent 50 60 30

    Greta 0 0 0

    Fyora 0 0 30

    Cryoa 0 0 0

    Thahd 30 0 0

    Charged Thahd 0 50 0

    Unstable Thahd 0 80 0

    Artila 0 50 0

    Searing Artila 0 0 0

    Charged Artila 0 100 0

    Inferno Wyrm 0 0 100

    Ornk 0 0 0

    Oozebeast 0 0 0

    Detonating Beast 0 0 0

    Shock Trooper 0 0 0

    Servile Defender 0 0 0

    War-Bred Servile 0 0 0

    Servile Icecaster 0 50 50

    Servile Mindcaster 0 0 0

    Servile Cultist 0 0 0

    Servile Vat Tech 0 0 90

    Servile Power Tech 0 90 90

    Baton Servile 0 0 0

    Roamer 20 0 0

    Guardian Roamer 0 0 0

    Pyroroamer 0 0 0

    Icebreath Roamer 0 0 0

    Slimy Worm 0 0 0

    Fiery Worm 0 0 0

    Venomous Worm 0 0 0

    Spawned Worm 0 0 0

    Oozing Worm 0 0 0

    Spawned Crawler 0 0 0

    Oozing Crawler 0 0 0

    Vlish 30 30 0

    Charged Vlish 30 30 0

    Spectral Vlish 0 0 0

    Clawbug 40 0 0

    Plated Clawbug 0 0 0

    Stinging Clawbug 0 0 0

    Redshell Clawbug 0 0 100

    Spawner 25 0 25

    Servant Mind 50 75 0

    Turret 25 0 0

    Venom Turret 0 0 0

    Burning Turret 0 0 0

    Submission Turret 0 40 0

    Reaper Turret 0 0 0

    Flaming Shrub 25 0 100

    Spraying Shrub 0 0 0

    Swamp Shrub 0 0 0

    Scout 40 25 25

    Elite Warrior 0 0 0

    Blademaster 0 0 0

    Guard 0 0 0

    Thornflinger 0 0 0

    Shade 30 0 0

    Battle Alpha 40 0 20

    Servant Golem 0 0 0

    Battle Beta 40 0 20

    Glaahk 30 80 0

    Ur-Glaahk 30 80 0

    Apprentice Mage 0 40 25

    Wizard 0 80 50

    Shaila 0 40 25

    Pylon 60 30 70

    Spinecore 30 0 0

    Venomous Spinecore 0 0 0

    Burning Spinecore 0 0 0

    Stunning Spinecore 0 100 0

    Reaper Spinecore 0 0 0

    Drayk 40 0 80

    Cryodrayk 40 0 20

    Rat 0 0 0

    Golem 50 40 70

    Drakon 40 0 70

    Ur-Drakon 40 70 70

    Unbound One 40 0 70

    Gazer 0 80 50

    Eyebeast 0 80 50

    Rotghroth 50 0 0

    Corrupted Rotghroth 50 0 0

    Rotdhizon 50 0 0

    Kyshakk 30 50 0

    Burning Kyshakk 30 50 0

    War Trall 30 0 40

    Shock Trall 30 0 40

    Wingbolt 40 80 0

  6. Thanks all for the feedback. I couldn't work much on balancing weapons, I just thought that in vanilla 2H was pointless and DW the only way to go, and I wanted to change that. So what would you suggest, reduce 2H power or beef up a bit DW (maybe allowing more weapons to be used as off-hand)? In theory, I think it would be best to use DW for more stat and resistance bonuses, and 2H for raw power.

     

    I agree, but a mandatory -5% penalty in parry messed things up. Change short swords to have a 5% parry bonus instead, so we can have a lot more build options.

    From most offensive to most defensive:

    Two-handed, dual wielding, dual short swords, spear and shield, long sword and shield, short sword and shield

  7. I cant find any on all platforms.

     

    Might and Magic 6-9 are all action/rpg and not rpg

     

    As far as Might & Magic 6-8 are concerned, you can choose between turn based and real time. If you play on turn based, they are not action/rpg at all. MM 6 and MM7 are great games and MM8 good. The bad thing is, they are more than 15 years old.

     

    Turn based party RPG are very rare since Wizardry 8. Luckily there are some good ones release last year.

    Divinity: Original Sin is the best

    Shadowrun: dragonfall is also great

    If you want more, try Wasteland 2

  8. Short comment on melee/pole balance in this remix:

     

    You can only use short swords as off weapon, and short swords have a penalty of -5% parry. Dual wielding is a lot weaker.

    Long swords are about as good as the vanilla game.

    Spears are about 1/4 stronger than vanilla, making them as strong as vanilla halberd. They are single handed, allow you to wear a shield, though they have a penalty of -5% parry.

    Two-handed weapons are more than 50% stronger than the spears in this remix, with halberd better in offense and swords better in defense

     

    Conclusion:

    Two-handed weapons are the best in the remix, about as strong as dual wield without dual wield penalty in vanilla. But considering you can dual wield powerful combo like spectral Falchion and flaming sword in vanilla, two-handed weapons in the remix are about as good as dual wield in vanilla. Dual wielding in this remix are made worthless, though a little better than two-handed weapon in vanilla.

  9. The first Geneforge - ultra powerful, you are encouraged to destroy it, with or without using it yourself. The power it gives is so great that you want no one have it, or you are the only one.

    The later geneforges are only poor replica, they make the user a little stronger, not make them god.

    The second and third are for drakons only.

    The fourth there is one at the very beginning, and is used to turn rebel apprentice into lifecrafter. You are a rebel apprentice.

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